- Apr 23, 2013
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ShadowNinja authored
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ShadowNinja authored
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- Apr 08, 2013
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kwolekr authored
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- Apr 07, 2013
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kwolekr authored
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- Apr 01, 2013
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kwolekr authored
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- Mar 31, 2013
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kwolekr authored
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- Mar 24, 2013
- Mar 23, 2013
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Jeija authored
Spawn single particles or make use of ParticleSpawner for many randomly spawned particles. Accessible in Lua using minetest.spawn_particle and minetest.add_particlespawner. Increase Protocol Version to 17. Conflicts: src/clientserver.h
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- Mar 14, 2013
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sapier authored
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- Mar 12, 2013
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sapier authored
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Ilya Zhuravlev authored
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- Mar 06, 2013
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RealBadAngel authored
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- Mar 05, 2013
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sapier authored
Remerge some files in order to reduce number of additional files Make necessary changes for split, rename files, reorganize some bits
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- Feb 27, 2013
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PilzAdam authored
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- Feb 24, 2013
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sfan5 authored
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PilzAdam authored
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RealBadAngel authored
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- Feb 19, 2013
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Jeija authored
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- Feb 06, 2013
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kwolekr authored
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- Jan 26, 2013
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sapier authored
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- Jan 21, 2013
- Jan 07, 2013
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sapier authored
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RealBadAngel authored
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- Jan 02, 2013
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Perttu Ahola authored
Add ServerEnvironment::setNode()/removeNode() to allow setting nodes from the C++ side with proper script-defined initialization/destruction
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Perttu Ahola authored
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sapier authored
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- Dec 30, 2012
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RealBadAngel authored
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- Dec 02, 2012
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Perttu Ahola authored
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- Nov 30, 2012
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Matthew I authored
Scripts can call minetest.register_on_shutdown() to register a shutdown hook. Document that minetest.register_on_shutdown() callbacks may not be run If the server crashes, it is unlikely that callbacks registered using minetest.register_on_shutdown() will be called.
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- Nov 25, 2012
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MirceaKitsune authored
RealBadAngel's patch which allows the lua api to read pressed player keys. This should make it possible to change the player's animation based on what he is doing Correct lua api version number Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe. Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
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MirceaKitsune authored
No longer hide players who are dead. With models, a death animation should be used instead Some changes requested by celeron55 Rename a lot of things in the code, and use better lua api function names Minor code corrections Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
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MirceaKitsune authored
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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MirceaKitsune authored
The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
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